mirror of
https://github.com/SFML/SFML.git
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237 lines
6.8 KiB
Plaintext
237 lines
6.8 KiB
Plaintext
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2017 Marco Antognini (antognini.marco@gmail.com),
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// Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#import "CocoaAppDelegate.h"
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#import "NSString+stdstring.h"
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// These define are used for converting the color of the NSPopUpButton
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#define BLUE @"Blue"
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#define GREEN @"Green"
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#define RED @"Red"
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// Our PIMPL
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struct SFMLmainWindow
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{
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SFMLmainWindow(sf::WindowHandle win) :
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renderWindow(win),
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background(sf::Color::Blue)
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{
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std::string resPath = [[[NSBundle mainBundle] resourcePath] tostdstring];
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if (!logo.loadFromFile(resPath + "/logo.png"))
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NSLog(@"Couldn't load the logo image");
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logo.setSmooth(true);
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sprite.setTexture(logo, true);
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sf::FloatRect rect = sprite.getLocalBounds();
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sf::Vector2f size(rect.width, rect.height);
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sprite.setOrigin(size / 2.f);
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sprite.scale(0.3, 0.3);
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unsigned int ww = renderWindow.getSize().x;
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unsigned int wh = renderWindow.getSize().y;
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sprite.setPosition(sf::Vector2f(ww, wh) / 2.f);
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if (!font.loadFromFile(resPath + "/sansation.ttf"))
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NSLog(@"Couldn't load the font");
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text.setFillColor(sf::Color::White);
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text.setFont(font);
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}
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sf::RenderWindow renderWindow;
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sf::Font font;
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sf::Text text;
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sf::Texture logo;
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sf::Sprite sprite;
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sf::Color background;
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};
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// Private stuff
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@interface CocoaAppDelegate ()
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@property (assign) SFMLmainWindow* mainWindow;
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@property (retain) NSTimer* renderTimer;
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@property (assign) BOOL visible;
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@property (assign) BOOL initialized;
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-(void)renderMainWindow:(NSTimer*)aTimer;
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@end
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// Finally, the implementation
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@implementation CocoaAppDelegate
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@synthesize window = m_window;
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@synthesize sfmlView = m_sfmlView;
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@synthesize textField = m_textField;
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@synthesize mainWindow = m_mainWindow;
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@synthesize renderTimer = m_renderTimer;
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@synthesize visible = m_visible;
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@synthesize initialized = m_initialized;
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- (id)init
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{
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self = [super init];
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if (self)
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self.initialized = NO;
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return self;
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}
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-(void)applicationDidFinishLaunching:(NSNotification*)aNotification
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{
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(void)aNotification;
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if (!self.initialized)
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{
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// Init the SFML render area.
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self.mainWindow = new SFMLmainWindow(self.sfmlView);
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self.mainWindow->text.setString([self.textField.stringValue tostdwstring]);
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self.visible = YES;
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// Launch the timer to periodically display our stuff into the Cocoa view.
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self.renderTimer = [NSTimer timerWithTimeInterval:1.f/60.f
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target:self
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selector:@selector(renderMainWindow:)
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userInfo:nil
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repeats:YES];
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[[NSRunLoop mainRunLoop] addTimer:self.renderTimer
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forMode:NSDefaultRunLoopMode];
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[[NSRunLoop mainRunLoop] addTimer:self.renderTimer
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forMode:NSEventTrackingRunLoopMode];
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/*
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* This is really some ugly code but in order to have the timer fired
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* periodically we need to add it to the two above runloop mode.
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*
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* The default mode allows timer firing while the user doesn't do anything
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* while the second mode allows timer firing while he is using a slider
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* or a menu.
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*/
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self.initialized = YES;
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}
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}
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-(void)dealloc
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{
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[self.renderTimer invalidate];
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self.mainWindow->renderWindow.close();
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self.window = nil;
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self.sfmlView = nil;
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self.textField = nil;
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delete (SFMLmainWindow*) self.mainWindow;
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self.mainWindow = 0;
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self.renderTimer = nil;
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[super dealloc];
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}
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-(void)renderMainWindow:(NSTimer*)aTimer
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{
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(void)aTimer;
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// Scaling
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/* /!\ we do this at 60fps so choose low scaling factor! /!\ */
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
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self.mainWindow->sprite.scale(1.01f, 1.01f);
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
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self.mainWindow->sprite.scale(0.99f, 0.99f);
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// Clear the window, display some stuff and display it into our view.
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self.mainWindow->renderWindow.clear(self.mainWindow->background);
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if (self.visible)
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self.mainWindow->renderWindow.draw(self.mainWindow->sprite);
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self.mainWindow->renderWindow.draw(self.mainWindow->text);
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self.mainWindow->renderWindow.display();
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}
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-(IBAction)colorChanged:(NSPopUpButton*)sender
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{
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if (self.initialized)
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{
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// Convert title to color
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NSString* color = [[sender selectedItem] title];
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if ([color isEqualToString:BLUE])
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self.mainWindow->background = sf::Color::Blue;
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else if ([color isEqualToString:GREEN])
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self.mainWindow->background = sf::Color::Green;
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else
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self.mainWindow->background = sf::Color::Red;
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}
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}
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-(IBAction)rotationChanged:(NSSlider*)sender
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{
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if (self.initialized)
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{
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float angle = [sender floatValue];
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self.mainWindow->sprite.setRotation(angle);
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}
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}
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-(IBAction)visibleChanged:(NSButton*)sender
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{
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if (self.initialized)
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self.visible = [sender state] == NSOnState;
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}
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-(IBAction)textChanged:(NSTextField*)sender
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{
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if (self.initialized)
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self.mainWindow->text.setString([[sender stringValue] tostdwstring]);
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}
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- (IBAction)updateText:(NSButton*)sender
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{
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(void)sender;
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// Simply simulate textChanged:
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[self textChanged:self.textField];
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}
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@end
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@implementation SilentWindow
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-(void)keyDown:(NSEvent*)theEvent
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{
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(void)theEvent;
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// Do nothing except preventing this alert.
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}
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@end
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